Game Analysis: FoRtNiGhT (you see because I don’t respect it)

Summary

  • I chose this game so I could call it bad because it doesn’t compare to apex legends

Game Play Analysis

Formal Elements
The Basics
Name of the gameFortnight
The platformps4 xbox one pc mobile
Time played (should be at least 30 minutes)an hour-ish
If you could work on this game (change it), what would you change and why?I’m very biased from the superior game apex so I would change the two of the biggest features the fact the you move at the speed of a snail and the fact that the weapons are highly based on level I prefer when all weapons are equal in a way
PlayersNOTES
How many players are supported?100 per match
Does it need to be an exact number?no
How does this affect play?you might occasionally be in a small squad but the game is mostly bots so it does not affect the game that much
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.group vs groups
one vs everyone else and duos vs duos
Objectives/GoalsNOTES
What are the players trying to do?last squad or one alive
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/Mechanicsbuilding and breaking of buildings is included but the slow movement forces you to use building as your only form of defense
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.last one alive wins
ControlsNOTES
What controls are used?their are many different default controls but you can customize your own
Was there a clear introductory tutorial?no
Were they easy to understand or did you find yourself spamming the controller?since you can change it and see it its easy
Resources & Resource ManagementNOTES
What kinds of resources do players control?building materials guns ammo healing and other miscellanies items mostly for movement or as weapons.
How are they maintained during play?you use them mostly during before or after a battle
What is their role?to help you win
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?kills, spectators, inventory, chat, materials
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?all at once
How does play flow from one action to another?you will change for example to aim or to heal but it all depends on the outcome of the previous event.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interactionfighting
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.you can friendly an enemy with the universal crouch un-crouch but the bots and 9 year olds wont know it
Theme & NarrativeNOTES
Does it have an actual story structure?no
Is it based on a historical event (or similar)?no
Does the theme or narrative help you know how to play?no
Does it have emotional impacts?not even a little
Also, look for en media res (does it start in the middle of the game)?no
The Elements in MotionNOTES
How do the different elements interact?the bad movement forces you to build
What is the gameplay like?walking (at snail speed) to find loot or enemies
Is it effective?no
Are there any points where the design choices break down?no
Design CritiqueNOTES
Why did the designer make these particular choices?to make 9 year old children want to spend money on it
Why this set of resources?to make the game fun
(but not really.)
What if they made different decisions?it would probably be better
Does the design break down at any point?to me the whole game is broke down but not specifically
Graphics & SoundNOTES
Does the game art pair well with the mechanics?the game art actually is pretty good because they don’t try to hard to make it realistic and end up with garbage
Did you find any bugs or glitches?no
What about sound?the sound quality is ok
Can you spot any technical shortcuts?no
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?the main challenge is not getting attacked by two groups at once in that circumstance you either take them on or run
Is the game fair?kinda
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?its re-playable but not nearly as good as apex
What is the intended audience?9 year olds for every version except maybe PC
What is the core, the one thing you do over and over, and is it fun?you fight people and well i like fighting people fortnight just doesn’t have the challenge required for it to be truly repeatable

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Game Design – Week 14 – Intro to Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

  • I did assignments and drove for the first time

CLASSROOM (THEORY & ANALYSIS)

  • Set a timer
  • Spend 2 hours in this ‘room’
  • Play games of your own choice

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 15 minutes in this ‘room’
Image from bananatreelog.com
  • I mostly thought about how my assignments were well spread out and manageable

WHAT I LEARNED and PROBLEMS I SOLVED

  • I didn’t have many problems but I learned some key features for fps video games

Game Analysis Worksheet: Apex Legends

Summary

  • I chose apex legends because I find myself coming back to it all he time

Game Play Analysis

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the gameapex legends
The platformim playing on ps4
but its on pc and xbox and is being implemented to switch i believe
Time played (should be at least 30 minutes)6 hours
If you could work on this game (change it), what would you change and why?I would add a system that puts players that leave mid game on servers with people like them similar to GTA Vs online system
Playersyou can play 15 different legends
How many players are supported?60
Does it need to be an exact number?no
How does this affect play?you commonly can have 2 players in a 3 player lobby or 1 in a 2 player lobby
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.2 vs everyone else

3 vs everyone else
Objectives/Goalslast standing and eliminate others
What are the players trying to do?eliminate each other
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).it doesn’t have these although some events do like the new holo day bash
Rules/Mechanicsdon’t let your whole squad be downed or eliminated
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.the setup is automatic

during the game you will loot items to strengthen yourself than you will fight with enemies (not always in order)

the outcome is either death or winning
Controlsalmost every button on a controller is used you can find the controls in the settings

What controls are used?almost all of them
Was there a clear introductory tutorial?yes
Were they easy to understand or did you find yourself spamming the controller?easy
Resources & Resource Managementnone but my experience
What kinds of resources do players control?weapons ammo healing shields vault keys ultimate chargers
and mobile re spawn beacons
and crafting materials
How are they maintained during play?you use them during your play and switch them during it
What is their role?to help you survive
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)ok
Game StateNOTES
How much information in the game state is visible to the player?all the materials the map and your kills and observers
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.ok
SequencingNOTES
In what order do players take their actions?all at the same time
How does play flow from one action to another?you could be looting and then have to switch to battle because of a enemy squad
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?some but mostly what was in titan fall
Is it based on a historical event (or similar)?no
Does the theme or narrative help you know how to play?no
Does it have emotional impacts?no
Also, look for en media res (does it start in the middle of the game)?no?
The Elements in MotionNOTES
How do the different elements interact?all the elements effect the strategies you would use in order to battle
What is the gameplay like?high octane battle
Is it effective?yes
Are there any points where the design choices break down?their are some bugs but are being patched
Design CritiqueNOTES
Why did the designer make these particular choices?to keep the players
interested
Why this set of resources?its what is needed for the game to function while some things where added in order to keep the game fresh
What if they made different decisions?the game would be better or worse IDK
Does the design break down at any point?with glitches kinda but it doesn’t realy affect the gameplay
Graphics & SoundNOTES
Does the game art pair well with the mechanics?great graphics and animations for all he mechanics
Did you find any bugs or glitches?a few but their not very bad
What about sound?great sound
Can you spot any technical shortcuts?no
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?being stuck with two people in squads I overcame it by avoiding enemies till we were confident in our materials to fight 2 v 3 (we won)
Is the game fair?yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?it is honesty the most repayable game I have ever experienced
What is the intended audience?anyone who like fps games
What is the core, the one thing you do over and over, and is it fun?fight.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • lots of schoolwork, video games, shows, procrastination, and drivers ed

Construct 3 – Javascript

  • module 3

CLASSROOM (THEORY & ANALYSIS)

MDA image from Wikipedia
  • Mechanics the things that make the game work
  • Dynamics the mechanics working together to build the game
  • Aesthetics the audio and video details that make you able to in a way, feel the game

LAB (THEORY PRACTICED)

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • the audio and video features that make the game seem real
  2. Fantasy (Game as make-believe): Imaginary world.
    • unrealistic and crazy
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • the story
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • what makes it difficult
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • the social aspect that makes people able to communicate
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • allows the player to openly travel and explore
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • being able to change your character in order to express yourself as a person
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • you might take breaks and not binge it but you will find yourself coming back to it over again

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com
  • thoughts: I have a lot of work to do, I should deconstruct the projects because it usually feels like more than I is than I did and it was pretty easy. I then worked and completed all my assignments.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • I learned some formatting skills that will allow me to get to the different folders and what they do as well as i can use this Manuel if i get stuck later on

CONTROL ROOM (PRODUCTION)

  • two people can be working on different folders at the same time for one project like on person can work on character design while one could work on character mechanics

WHAT I LEARNED and PROBLEMS I SOLVED

  • I didn’t get one of he questions but i looked at the example and it made it a lot easier